Okay, bear with me, I'm trying to word this clearly so people understand what I'm talking about. Previously, Fusion had limitations with the Global Event Editor and Behavior Editor which made it inferior to using the regular event editor, so it was better to have a level loading routine to build a level in a single frame to avoid having to go back through several frames of events to fix bugs in a large game. But it had the downside of not being able to just quickly and easily construct levels in the frame editor and run with it. It added complexity to your workload when Fusion was all about rapid development.
Now, all those limitations appear to have been fixed with 2.5+ and various updates. So unless you have a specific need for loading levels into a single frame or a level editor, I see no real reason to use that method versus just building your levels in multiple frames and either using Global Events, or putting all your events into a Behavior and setting the object to Global so that any changes you make happen across all frames. Is there something I might be missing or is this as big of a time saver as I think it is? I'm sure there's other use cases for loading levels than what I mentioned, but by and large it seems it's mostly unnecessary unless you just prefer to do it that way. You might as well just put all your events in a behavior for the player active object and set it to global.